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Sticking the Landing

Patrick's lengthy conversation with Entertainment Weekly writer Jeff Jensen on that ending, the concept of fan entitlement, and the perils of player agency.

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UPDATE: Make sure you read my story from last week, too: "When It's Over, It's Over." I consider this a compliment to that.

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[Note: This story does contain spoilers about the ending to Mass Effect 3 and TV show The Sopranos.]

The conversation about Mass Effect 3 continues, albeit one that's died down in the past week. That's unsurprising, as players wait to hear about BioWare's next move.

Will the studio change the ending? I'm betting not. Will the studio release downloadable content that provides more context and closure, and will that probably have been the plan all along? I'd say that's likely, but remains unclear.

As part of my story last week about the intense, polarizing, and government-filled reaction to the ending, I spent 30 minutes on the phone with Entertainment Weekly senior writer Jeff Jensen, himself a fellow Mass Effect fan, devotee at the shrine of Lost, and a frequent commentator on pop culture. Much of our conversation did not make it into my piece, but it felt worth sharing, especially the discussions about the concept of fan "entitlement," the precarious nature of endings, and the design struggles of player agency.

Let's contextualize this a bit, too.

This chat happened just as BioWare made its first public statement to fans, and Jensen had not finished the game, though he had read about the endings. As such, we didn't dive much into the narrative misgivings players with the final moments of Mass Effect 3 (which, believe me, I'm with you on), and focuses on the bigger picture.

Hope you enjoy it. It's a bit talky.

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Mass Effect 3 was the culmination of hundreds of hours of playing in a universe for many people.
Mass Effect 3 was the culmination of hundreds of hours of playing in a universe for many people.

Jeff Jensen: I’ll be honest with you, I only began playing Mass Effect 3 about a week and a half ago. I actually wasn’t really into it in the beginning, and I got distracted by other things, so I have to return to it, but catching up to the controversy is fascinating.

Giant Bomb: It’s interesting because, unlike other mediums, when there’s a television show, when theres’s a finale, or there’s a movie that’s a conclusion to some multi-part series, you can consume that in an hour-and-a-half, two hours. Mass Effect 3 took me 40 hours to finish. It’s not as simple as just booting it up one night so you can catch up, and find out what happened.

Jensen: You felt burned? Were you burned, personally?

GB: Not really. I was disappointed. They were going for something a little more audacious and bittersweet, and I do think a lot of the reaction has stemmed from that. A lot of people play these games to be the good guy that accomplishes everything, and video game endings, as a whole, the trope is that you’re the hero that’s unbeatable and everything turns out alright in the end. They went for something a little more mixed: things are out of your control. Bad things are going to happen no matter what you do, what choice you make. People have some real trouble processing that. Some wanted this “you saved the princess” ending that games have always have. Personally, as a player, it’s really important that they’re having this reaction. You don’t see that very often with a video game.

Jensen: A couple things about that. To prepare for this interview and other things that I’m working on, I actually went and read some sites and actually spoiled everything.

What I find interesting about what you're saying is that...it’s an interesting nuance that you’re talking about. It sounds like whatever scenario you choose, Earth blows up, right?

GB: Earth doesn’t necessarily get destroyed, but the mass relays do get destroyed. The thing that has allowed the universe to be unified, that goes away. In some sense, it’s the universe starting over. Some of them, Shepard dies, some of them, Shepard lives, but as far as I can tell, none of the endings I saw, and none of the endings I’ve read about, involve you saving the day in every capacity. There is no way, no matter what you do, that everything’s going to be alright for everybody. Bad shit happens at the end of Mass Effect 3, and there are consequences for that. I do think that’s part of the reaction--it’s an interesting reaction for BioWare to purposely provoke, but I think it’s an important one. In some way, it’s a commentary on the fact that these games are largely about player choice, and at the end, there’s a subversion of that. Part of this is out of your hands. Maybe that’s looking into it too much, but I do get a sense that there’s a purposeful subversion of the player to reflect that no matter what you do, bad things are going to happen.

Jensen: I really like what you’re saying. It sounds like what BioWare really wanted exactly the kind of dialogue that we are having here, which is, I think, they hoped we could get to the end and everyone that plays this game...it’s having exactly the kind of emotional experience that you’re having but also the kind of reflective experience that you’re having, which seems really worthwhile, and pretty quality. But instead, it gets unfortunately minimized into just the simple issue of satisfaction and catharsis and all that.

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GB: Specifically, Lost was the first analogy that came to mind. I’m sure, as someone that writes a lot about TV and movies, you witness fan entitlement, or the sense of entitlement that fans feel when they’re on this long journey. Whether it’s a series of movies over several years or a TV show over several years, fans come to expect certain things. I’m curious what you’ve perceived over the years, whether from Lost or other shows and movies, how creators in those mediums deal with that sense of entitlement from fans, given the creators themselves have a vision in mind for how they want things to play out.

Jensen: What I would say that the controversies around the finales of Lost and Mass Effect and other examples, too, that we see in pop culture, like for example last year with the television show The Killing, which also kind of flummoxed a lot of people with how they ended the first season. What we are reminded of is that in entertainment, and especially in the mediums of television and video games, they are ultimately service industries. Which is to say the customer is always right, and that’s going to be frustrating for storytellers to hear because ultimately you exist, your product exists, at the whims and desire of your consumer base. If they’re happy, if they’re unhappy, they’re right. Even if they’re wrong, they’re right. You have to deal with it, right? You have to deal with it.

You look at BioWare’s response to this, the Facebook post last [week], and they are basically out there saying “We hear you, we understand your complaints, we’re looking at some possibilities about what to do, but we want you to know that we hear you.” This just goes to show that even if, behind the scenes, the creators at BioWare are like “Damnit, they didn’t get our story! To address the complaints represent a compromise of our artistic vision.” That sucks, but they’re right. You just have to deal with it.

The similarities between Lost and Mass Effect--there’s another similarity, too. Over the past decade in television, we’ve seen a creative medium come into its own and take some bold leaps forward, but there’s still some room to grow. I think after The Sopranos--or, more specifically, after Twin Peaks--I think a lot of TV storytellers became enamored with this notion that TV writing can be an art and I can be an artist, and I can have my own show and tell my own story and it’s my story, my world, my rules, and I’m going to tell you a story and you’re going to listen to it, and you’re going to follow it, and if I bring you to a certain end that is maybe not necessarily a happy ending or the ending that you want, it’s still my story. It has to be my story if it has any artistic integrity.

The audience push back is “no.” As much as the viewer benefits in this era of artist auteur television, in which the most interesting television is being made by singular creators with singular visions that are just telling their own story, viewers who become fans and who immerse themselves and give themselves over to it and devote so much time to thinking about it and talking about it and dreaming into it, they get a sense of ownership. Their agenda becomes projected onto your agenda. If you’re a writer, if you’re a television network, you benefit from that and you can’t run away from that because they’re keeping you in business. When you get to the end, sometimes what you have is this effect, this clash between shows that the artist, the writer, was creating and the show that the viewer, the fan, thought they were watching. When there’s no sync-up, there’s profound dissatisfaction. For the creators of Lost or the creator of The Sopranos, David Chase, that kind of sticks. At the very least, what you hope for is “Well, okay, you didn’t like my ending, but can you appreciate it? Or can we talk about it?” But, instead, that hopeful conversation gets swallowed up by the vitriol that comes with a more consumer orientation that’s more “I expected one thing and instead you gave me a lemon,” if that makes sense.

When The Sopranos faded to black without absolute resolution, not everyone was happy.
When The Sopranos faded to black without absolute resolution, not everyone was happy.

With video games, it’s interesting because I think video games are on a similar creative trajectory. Video games, the art of video games, has grown by leaps and bounds, I mean, ever since its introduction. The entire history of this medium is defined by radical innovation every other year, it seems. The exhilarating part of watching this industry is watching a medium of entertainment grow and blossom before its eyes, and there’s another aspect to it, too, which is very different from watching any other entertainment medium blossom over the past, you know, 100 years of pop culture, which is...I don’t know if people who were fans of movies or fans of rock music during the golden age of those periods said things like “it’s really cool now, but just wait 10 years from now, because we can all be where it’s going.” Video games are different. The best video games not only are really, really good, but as of right now, they capture your imagination for what they could be 10 to 15 years from now. We have this weird dilemma where we’re exulting what the medium can do, even as we’re bucking up against its limitations here and now. And that brings me to Mass Effect.

The interesting thing about Mass Effect is that it’s on the cutting edge of this whole idea of player choice. There’s a sort of choose your own adventure kind of thing. My dilemma playing Mass Effect is usually, as much as I really appreciate the idea and I understand what they go for and I understand how it affects the story, at the same time, I’m always keenly aware that it never really does what I really want it to do. There’s some kind of creative, artificial intelligence within the game that is constantly changing the game in robust, profound ways in response to your choices, instead of just shunting you to one, two or three other options that don’t feel dramatically different from each other. They’re not choose your own adventure games, it’s choose your own nuance games. It seems like Mass Effect 3 butts up against that, especially with its ending, and also butts up against something else, too, which is...hearing about the controversy about Mass Effect 3, it makes me wonder if the artist creators of the game over at BioWare, how much control over their storytelling do these artists really want to seed to the player?

At the end of the day, one of the exciting storylines that is emerging out of the past 10 years of video games are these creators who see video games as a means of artistic expression, a way of telling a story that expresses ideas that they want to challenge people with, that they want to get people talking to. And the most impactful way to do that is to limit potential interpretations and choices in a story, instead of opening it up open source like and making it everything you want it to be.

It seems to me that these possible endings that Mass Effect 3 gives us at the end of the game are like “Yeah, your choices throughout the game have affected your fate in terms of whether you live or die, they affect, to some degree, your character, but we still want a certain [set] of pre-determined endings that are designed to facilitate the certain point that we have about the world, certain ideas that we want you consider, certain conventions that we want to debunk, and pursuing an artistic agenda like that is tricky when you also want to create a game in which the player, in some ways, is being lead to believe they are the defining artistic decision maker in the game, if that makes sense.

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GB: There’s definitely that rub between the player and the creator. An unintended consequence of BioWare’s player choice model was an end where players felt like they were gonna have more agency over that conclusion. And maybe it's not so much that they had written their own ending in their mind, but they’d made all these decisions along the way. Knowing game development, a lot of this is largely just a function of they have 18 months to produce a thing, so there’s only so many outcomes they can produce in X amount of time, but my large takeaway from all of this is that it’s a positive thing, showing how much players can care about a story.

But you’re right, once you’ve handed over the keys of the kingdom to the player, they also expect certain things. You can fall back to the passive entertainment experience excuse with TV and movies because the interactive part happens on the periphery and the creators can always retreat back to saying “at the end of the day, what matters is what’s canonical in the television series--that’s a passive experience that we’re writing and presenting.” But games aren’t that way. Mass Effect is definitely totally separate from that--it’s not just you shooting from the beginning of the level to the end of the level. You’re choosing which characters live and die, which races live and die, which planets survive and don’t. Once you’ve given people that power, you’ve opened the box, the genie is out of the bottle. Players feel like they should have this unique impact on this world and how it plays out, and it’s what makes the world "entitlement" feel...it doesn’t seem to work as well for the reaction. Entitlement’s a really easy word to apply to it, but in some sense, players should feel entitled when they’ve been told they’re the ones who are entitled to make these decisions.

When they get to an end that isn’t satisfying, an end where BioWare says they want to make a statement, that goes directly contrary to the player and the agency they had during that experience. I imagine, as a developer, that’s really tough, especially as games try to embrace this whole cinematic appeal and trying to take what lessons they can from other mediums. Games are inherently interactive, and when you start to take steps further to involving player in the story, you’re going to have consequences for the player’s emotional reaction when you take that away from them.

Jensen: There’s something that you’re also touching on here that I really like, which is a really good point. Regardless of your story, whatever medium you’re experiencing a story, what do we want from endings is a really big picture topic here. Some of the themes that you talked about at the beginning of our conversation here come into play, things like the video game experience offers you the chance to be a hero, and hero stories are all about taking their fate into their own hands and are able to impose their will on a world. They may succeed, they may fail, a lot of that depends on skill, but they get to impose their will on the world for better or worse. You go into a very long journey in which you are executing this kind of heroic function--you expect the opportunity to save the day. You think that should be an option that’s available to you, and, in this case, that’s not. In that way, a traditional ending, or what we want from an ending to that kind of story, is subverted. In other ways, just in general, what we want from endings is catharsis, especially a series finale.

When BioWare opened the box with players choices, it opened itself to this kind of reaction.
When BioWare opened the box with players choices, it opened itself to this kind of reaction.

Even though my guess is we may not see the Mass Effect the franchise, it seems to me what was being presented to us was that this is the end, this is the last game at least with this character, in a really involving, immersive, creative endeavor. Here, we really do see analogs to things like Lost or The Sopranos, where a fan base that’s large and rabid and loyal and passionate and really, really invested--they’re not only getting what the final game or final episode, the end of a story, they’re getting the door slammed on a huge part of their lives, a significant thing in their lives. To that end, an ending, then, must give you something more. There’s an expectation of something more. There’s something like a massive emotional catharsis. The ending of Lost really tried to go for that, they tried to win on emotion. “This is the end for all of us, my friends, and we’re all going away, in more ways than one. It’s been a long journey--bittersweet, sad, wonderful, joyous.” And they send us out with tears and a surge fo emotion. Lost completely triumphed int hat regard, but in other areas that people were expecting, the more intellectual areas, payoffs of certain storylines that people were invested in and mysteries that they were really invested in, the storytellers never said “We’re not necessarily as interested in that.” For a lot of people, that was a huge part of that entertainment experience, and they didn’t get it. The catharsis was incomplete.

There seems to be a similarity here with Mass Effect 3, with a fan base that has gone through these games and come to the end, and they want the full meal catharsis--they want everything. They want a heroic end, or the possibility of a heroic end. They want an emotional send-off, they want resolution of certain mysteries, and they all want it to be coherent and skillfully done, and all that. It sounds like Mass Effect just didn’t nail that landing.

GB: When I watched the end of Lost, the emotional arc worked perfectly fine. Yes, I was there for the mysteries and that was the fun of the week-to-week nature of that show, but at the end, I got the emotional closure with each of the characters. It’s different from player to player, just as with each viewer of Lost or any other television show. But with Mass Effect, what they brought to the end was, yes, the mysteries were important, and, yes, the resolution of the conflict with the Reapers was important, but it was the player’s agency. People talk about it in terms of the ending, but it was really just about these very binary choices presented in front of you that didn’t seem to reflect the agency that players had brought in throughout this entire adventure. As a result, they didn’t get get closure through their own agency, which was the motivational factor for these three games, which is why they brought their saved games from one game to the next. It’s interesting to see BioWare run into that as they start to contemplate how they address the reaction.

Jensen: I’m reminded of that whole idea of the observer effect, as well as schrodinger's cat. There’s a world of possibilities inside that box, until you get to the end and you get to the action of opening that box, and looking at it, and in that moment, then, all possibilities collapse and one remains, and only that option remains. Ultimately, then, this experience that was defined by the romance of mystery and possibility suddenly now becomes only defined by this one concrete resolution.

I’m reminded that with Lost--this is a show, week after week, captured your imagination and allowed you to dream into it an infinite number of possibilities and they were really good and clever about it. “What is going on? What is going on?” The interesting thing that happened about the end of Lost is that I honestly think the ending of Lost was an attempt by the show runners to actually communicate a specific point that they had, but while retaining, for the viewer, the quality that they identified as the defining characteristic of Lost, which was mystery, which was should the legacy of this show be one in which we’re still debating and still wondering and theorizing and still speculating years afterwards. I think they thought that by not being clear and concrete and definitive on many of the mysteries that people wanted resolved, they felt they were remaining thematically and artistically true to their creative enterprise and the entertainment experience that we had, which was the conversation about it, the debating about it, the comparison of theories about it, the arguing over it. They tried to thread that needle right at the end with an ending about, “how can we give closure and how can we end the story on our terms that is also satisfying to the audience but is true to the greater whole of this show?” Tricky, tricky. Because it makes you aware that you fundamentally usually watch something and endings usually come to us.

When we get an ending to a story or a final chapter of a story or a final shot, you realize that they’re fundamnetally different animals than the entertainment experience that preceeded it as a whole. The entertainment experience that preceeds an ending is all about sustained tension and sustained mystery, and that final thing is just resolution.

Colored endings may have seemed clever on paper, but players did not respond very well.
Colored endings may have seemed clever on paper, but players did not respond very well.

Endings often just can’t win. Most screenwriters will tell you the hardest part of any movie, any story to tell, is just the end. It’s the thing that changes the most, it’s the endings that are the most fought over among collaborators, they’re the things that are just the hardest to land. Some people get it really, really right, some people get it really, really wrong, and some people land anywhere in-between and our attitudes about them can change. The thing about controversial endings, though, is this: five years from now, my friend, we will all say that the ending of Mass Effect 3 was genius! We’ll catch up to it.

I’m not going to say that people feel that way about Lost, but I would say that people feel that way about The Sopranos. Many, many years after the ending of The Sopranos, The Sopranos just ignited a storm of “oh, that was genius! Genius!” “Genius? Are you kidding me? They wimped out! They didn’t have the guts to tell us what they wanted!” Which is the final fate of Tony Soprano. Defenders of that finale said “Yes, they did. Don’t you get it?” and the people who hate it go “Wait, you’re saying that I’m stupid?” And you go into that downward spiral. Years later, the truth of the matter is, the people who hated it then are probably no greater fans of it now, but in the cooling of it all, the cooling of the vitriol, there is some appreciation. There is grudging appreciation in that camp of “I get what he was saying. I get what he was going for.” And, ultimately, what you remember is that “I defined my enjoyment of that series not by that final moment, but by seven, eight seasons of the greatest television show even written.” That’s how we remember The Sopranos. I think that’s how that’s the fans of Lost are going to remember that show. I think that, for better or worse, the final season of that show will be remembered as something of a cautionary tale. I happen to love it. Do I love it as much as the five seasons before? No, but I really respect and like and was moved by what they did. I think, the further we get away from Lost, it will get more defined by the things that it did right and revolutionary versus the issue of audience satisfaction.

I think Mass Effect as a franchise, these three games taken together, I just can’t see how it’s not regarded as anything less than a landmark. There’s so many things to enjoy about these games and this world and the creative accomplishment of this series than just those final moments. When I played those first two games, the narrative arc of it is maybe one of the things I like the least. I love the way it looks, I love the character design, I love these worlds--there’s so much to really enjoy and love about it. Given some time, people will remember all of what they loved about this thing and now the resolution of it all.

Patrick Klepek on Google+

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@Mike76x: The mother is Jesus. Surprise, Mass Effect gets religious.

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http://social.bioware.com/forum/1/topic/355/index/9999272/1

Hey guys,

So Geoff Keighley (the guy who is the host of Spike Tv's GTTV) released an iPad app called Mass Effect 3: The Final Hours (which you can find here: http://t.co/6GvlZqQg).

Here's the official website: ME3 The Final Hours

It supposedly has insider information on scrapped parts of the game, interviews with bioware staff over some of the moments in the game, and never before seen art work (which was also scrapped). I just bought the app and hope to update you guys later on, with any interesting news from the app.

Also a Windows/Mac version will be out later, presumably through steam (its the same as the final hours for portal 2).

The cost is $2.99

Interesting Quotes: (Please note, some of these I'm transcribing from Video's. I'm trying to be as accurate as possible. Will try rewatching the videos later and updating then.)

Mac Walters on the Star Child/Reapers
"Originally, with the catalyst, the star child at the end of the game, I had written that much more in the guise of a investigative style conversation, where there is something he tells you but then, you get to ask a bunch of questions and you get your questions answered. But then me and Casey talked and decided, lets keep the conversation "High level". Give you the details that you need to know, but don't get into the stuff that you don't need to know. Like "How long have they been reaping?" You don't need to know the answers to the mass effect universe. So we intentionally left those out"
Casey on after Mass Effect 3
"Whatever we do would likely happen before or during the events of Mass Effect 3, not after"
On delaying the game
In march 2011, he also faced a roomful of Mass Effect developers who expressed concern about hitting the promised holiday release date... New release date set for March 2012. After much deliberation, the CAT mission (or rather, the Prothean mission) had to be removed from the set of tasks. The missions would later be completed as post-release content"
Casey on the End Boss
'We had the final fight with the Illusive man in the game, but it just felt very Video Gamey. It didnt fit in with the themes. And really, is there a point of the end boss if only for the sake of an end boss?'

The article also states 'Although art was created for this sequence, it was ultimately dropped because it felt too predictable to end the series on a massive boss battle.'
On Tali's Face
We eventually decided that she gives you a memento of her pictures, but the team was throwing around a lot of pictures and designs until we decided on something and said "Yup, that's her".
On Deciding the End of the Game
The illusive man boss fight had been scrapped... but there was still much debate. 'One night walters scribbled down some thought on various ways the game could end with the line "Lots of speculation for Everyone!" at the bottom of the page.'

In truth the final bits of dialogue were debated right up until the end of 2011. Martin sheen's voice-over session for the illusive man, originally scheduled for August, was delayed until mid-November so the writers would have more time to finesse the ending.

And even in November the gameplay team was still experimenting with an endgame sequence where players would suddenly lose control of Shepard's movement and fall under full reaper control. (This sequence was dropped because the gaemplay mechanic proved too troublesome to implement alongside dialogue choices).

Deleted Scenes Videos:

- Liara and Garrus are running behind sheppard in the run for the conduit. Garrus falls over and Liara tries to pick him up. As he gets up, the two run and are hit by a laser as sheppard watches on without hope. In the final version (which is shown beside the deleted scenes video.) the body of your team mates are on the floor dead instead.

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Bourbon_Warrior

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I think everyone is complaining just because like you said they didnt get to save the princess. Ending was a ending get over it.

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@Mike76x said:

@Christoffer said:

@Mike76x said:

@Christoffer said:

I wich I had time to read all these comments, but it's just too many. I just wanted to say that I liked the ending (my ending at least) to ME3 and wouldn't want them to change it. I think both the second and third game had huge problems keeping everything together. Neither of the sequels felt as epic and grande as the first game (though it had it's problems aswell). But the ending felt perfect for the cold hearted Jennifer Shepard (my Shepard). Her journey was always self sacrificing to the extreme, and even if I felt doubt in some choices, it felt so damn justified in the end.

My ME story is done. Don't change the ending!!

Everyone got your ending. All the relays were destroyed, and according to Mass Effect lore the destroying a mass relay kills the solar system it's in.

So you potentially murdered all life in the galaxy except (somehow) for the planet the Normandy landed on.

In my game Liara was next to me when my Shepard was blasted so hard half my armor was blown off and I was left for dead.

Then somehow she was on the Normandy running away from the fight. The woman who fought Cerberus for Shepard's scorched chunks left my Shepard's living, intact body to run off and have sex with Joker on an unknown planet.

I really don't care what ending anyone else got. If it just happened to fit my character perfectly by chance, so be it. No one who couldn't be on the Normandy was on the Normandy (Liara wasn't actually shown in the end. Just Joker, Garrus and James). So no plot holes for me, guess I was lucky.

Well thank you for not caring about my completely illogical ending because yours was fine.

So in your ending the planet the Normandy landed on, is also the planet the Stargazer and the boy are on.

The possibly only world to survive the Mass Relay explosions, possibly only inhabited by Joker, Garrus and James.

Who is the boy's mother? James?

I give you there's some huge improbabilities throughout the ending. But that's an issue with the whole series (especially considering how convenient Shepard runs in to everyone he/she know behind every turn).

What do you mean with "the boy". That's just Shepards skewed perception of the catalyst, isn't it? Just like the world of the Geth consesus was adjusted to fit Shepards mind.

And I'm saying you shouldn't care about other peoples ending either. If you're happy with your ending, why do you care about different outcomes?

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@Dezztroy: @Morden2261: not sure how I feel about that idea for the ending, I don't think I like the idea that humanity is the potential savior of the galaxy just because it's in our genes. I like to think that the important, galaxy saving trait that humans have is individual determination, tenacity, cooperation and the ability to drive others to do what they know needs to be done. I also liked how Javik (the prothean from the DLC) says that they had basically chosen the asari to be the leaders of the new cycle, and that humans aren't automatically the most important thing in the galaxy just because you happen to be playing as one.

Also, I feel like the 'dark energy's gonna eat choo' ending would have just as much came out of nowhere as the current ending has. I will say though, that the game is full of the created rebelling against their creators, all of which goes back to the earlier games. Krogan against the Salarians that raised them up to the galactic stage. Geth against the Quarrians that weren't ready to deal with the repercussions of creating independent A.I.. Miranda against the 'father' that thought he could create perfection by manipulating his own genes. EDI against an organization that thought they had her completely under control.

Based on your actions as Shepard, you can tell a story that shows that it's not a hard and fast rule that applies to every situation.

Of course, the downside of having the 'bad guy' in the story boast early on that their reasons for doing what they're doing is beyond human comprehension is that eventually a human has to write what that reason is. Which invariably results in a lot of people saying that they would have understood those motivations to begin with if they had only been told.

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@Bourbon_Warrior said:

I think everyone is complaining just because like you said they didnt get to save the princess. Ending was a ending get over it.

Have you read anything in this thread?

@Christoffer said:

@Mike76x said:

@Christoffer said:

@Mike76x said:

@Christoffer said:

I wich I had time to read all these comments, but it's just too many. I just wanted to say that I liked the ending (my ending at least) to ME3 and wouldn't want them to change it. I think both the second and third game had huge problems keeping everything together. Neither of the sequels felt as epic and grande as the first game (though it had it's problems aswell). But the ending felt perfect for the cold hearted Jennifer Shepard (my Shepard). Her journey was always self sacrificing to the extreme, and even if I felt doubt in some choices, it felt so damn justified in the end.

My ME story is done. Don't change the ending!!

Everyone got your ending. All the relays were destroyed, and according to Mass Effect lore the destroying a mass relay kills the solar system it's in.

So you potentially murdered all life in the galaxy except (somehow) for the planet the Normandy landed on.

In my game Liara was next to me when my Shepard was blasted so hard half my armor was blown off and I was left for dead.

Then somehow she was on the Normandy running away from the fight. The woman who fought Cerberus for Shepard's scorched chunks left my Shepard's living, intact body to run off and have sex with Joker on an unknown planet.

I really don't care what ending anyone else got. If it just happened to fit my character perfectly by chance, so be it. No one who couldn't be on the Normandy was on the Normandy (Liara wasn't actually shown in the end. Just Joker, Garrus and James). So no plot holes for me, guess I was lucky.

Well thank you for not caring about my completely illogical ending because yours was fine.

So in your ending the planet the Normandy landed on, is also the planet the Stargazer and the boy are on.

The possibly only world to survive the Mass Relay explosions, possibly only inhabited by Joker, Garrus and James.

Who is the boy's mother? James?

I give you there's some huge improbabilities throughout the ending. But that's an issue with the whole series (especially considering how convenient Shepard runs in to everyone he/she know behind every turn).

What do you mean with "the boy". That's just Shepards skewed perception of the catalyst, isn't it? Just like the world of the Geth consesus was adjusted to fit Shepards mind.

And I'm saying you shouldn't care about other peoples ending either. If you're happy with your ending, why do you care about different outcomes?

The boy with the Stargazer after the credits.

I was happy with my ending, then I after a few minutes I was like "Wait, WTF just happened?"

"Game Over thanks for playing, buy more DLC"

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MooseyMcMan

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@WiqidBritt: They did at least sort of allude to dark energy being bad in ME2. There was the level where Shepard rescues Tali from the planet where sunlight wrecks your shields, and Tali says that dark energy was messing up that star and making it age faster.

Not that I think that would have been a good ending either.

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Bourbon_Warrior

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Cant beleive people are still up in arms about it. Get over it. Go outside,@Klei said:

People shouldn't bitch about the ending. You don't like it, fine, but it's not yours to change. Want to write a better story? Write a fucking book.

But then they wouldnt have anything to complain about. I liked ME3 great game.

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Christoffer

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@Mike76x said:

@Bourbon_Warrior said:

I think everyone is complaining just because like you said they didnt get to save the princess. Ending was a ending get over it.

Have you read anything in this thread?

@Christoffer said:

@Mike76x said:

@Christoffer said:

@Mike76x said:

@Christoffer said:

I wich I had time to read all these comments, but it's just too many. I just wanted to say that I liked the ending (my ending at least) to ME3 and wouldn't want them to change it. I think both the second and third game had huge problems keeping everything together. Neither of the sequels felt as epic and grande as the first game (though it had it's problems aswell). But the ending felt perfect for the cold hearted Jennifer Shepard (my Shepard). Her journey was always self sacrificing to the extreme, and even if I felt doubt in some choices, it felt so damn justified in the end.

My ME story is done. Don't change the ending!!

Everyone got your ending. All the relays were destroyed, and according to Mass Effect lore the destroying a mass relay kills the solar system it's in.

So you potentially murdered all life in the galaxy except (somehow) for the planet the Normandy landed on.

In my game Liara was next to me when my Shepard was blasted so hard half my armor was blown off and I was left for dead.

Then somehow she was on the Normandy running away from the fight. The woman who fought Cerberus for Shepard's scorched chunks left my Shepard's living, intact body to run off and have sex with Joker on an unknown planet.

I really don't care what ending anyone else got. If it just happened to fit my character perfectly by chance, so be it. No one who couldn't be on the Normandy was on the Normandy (Liara wasn't actually shown in the end. Just Joker, Garrus and James). So no plot holes for me, guess I was lucky.

Well thank you for not caring about my completely illogical ending because yours was fine.

So in your ending the planet the Normandy landed on, is also the planet the Stargazer and the boy are on.

The possibly only world to survive the Mass Relay explosions, possibly only inhabited by Joker, Garrus and James.

Who is the boy's mother? James?

I give you there's some huge improbabilities throughout the ending. But that's an issue with the whole series (especially considering how convenient Shepard runs in to everyone he/she know behind every turn).

What do you mean with "the boy". That's just Shepards skewed perception of the catalyst, isn't it? Just like the world of the Geth consesus was adjusted to fit Shepards mind.

And I'm saying you shouldn't care about other peoples ending either. If you're happy with your ending, why do you care about different outcomes?

The boy with the Stargazer after the credits.

I was happy with my ending, then I after a few minutes I was like "Wait, WTF just happened?"

"Game Over thanks for playing, buy more DLC"

Ok, I see what you mean. First, there's plenty of people on the Normandy, they only show those three characters stepping out but there could be more on board. Second, from what we know there could be other humans on that planet. Maybe it's not that well explained, but I'm happy either way.

I will surely not buy any DLC (I acutally didn't like the gameplay that much).

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Bourbon_Warrior

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@Christoffer: What are you talking about? The end credits was set on earth.

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Christoffer

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Edited By Christoffer

@Bourbon_Warrior said:

@Christoffer: What are you talking about? The end credits was set on earth.

Wasn't there several moons?

Edit: There was several moons. It was not earth.

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Mike76x

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@Bourbon_Warrior said:

@Christoffer: What are you talking about? The end credits was set on earth.

No Caption Provided

You sure about that?

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Bourbon_Warrior

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@Mike76x: Thats totaly Earth

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StalkingTurnip

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Edited By StalkingTurnip

Patrick the rest of your article is fine and interesting but please stop listing the bitter sweetness of the ending as why people are mad. It just makes people mad at you and I don't really think that anyone is mad over it.

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Gildermershina

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@Mike76x said:

The Geth never attacked anyone, they only ever defended themselves. The Geth are only interested in their personal growth and respecting their creators.

The Reapers convinced the heretics to attack people, the Reapers caused a faction of the Geth to attack organics. The Reapers indoctrinated the Rachni and caused the Rachni war.

The Reapers are the only synthetics in this cycle that preemptively attacked anyone.

The Reapers are synthetics made to kill organics, so organics don't get killed by synthetics made by organics. Yeah organics will always be killed by synthetics...the Reapers.

Lets say the Reapers win and preserve humans for all eternity as a human-reaper. What happens in the next cycle if that human reaper gets destroyed in the fight to destroy that cycles dominant race?

Oopsies?

I don't think it's so much that the synthetics are always evil, it's the conflict between synthetic and organic that's the issue. It's not that the synthetics want to destroy all organic life, it's that organics allow their technology to get the better of them, and essentially destroy themselves.

The implication made is that this will inevitably happen through synthetic life, but you're right, the way the Catalyst explains it doesn't add up. This theme really only seems to be echoed in a couple of places in the current cycle, it's hardly the dominant theme of the cycle. It is entirely plausible that the inevitable synthetic genocide of organics the Catalyst refers to is the ultimate end of synthetic evolution, where it finds organics unnecessary and purges the galaxy of all trace of them, and so in fact it does the pruning before this has any chance to occur, but after the races have reached an evolution that it deems worthy of preservation. That's a bit of a leap though, so if that was the case, they probably should have been more explicit about it.

I'm absolutely fine with the idea of pruning the advanced races, but not specifically to protect them from their own technology necessarily, more just to prevent them from reaching total dominance and destroying themselves in some unspecified fashion.

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Christoffer

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Edited By Christoffer

@Bourbon_Warrior said:

@Mike76x: Thats totaly Earth

Earth could never have such blue tinted lens flares. So you're wrong.

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deactivated-5985ee6460d86

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I find myself agreeing here. That when all is settled down the ME series will be remembered as something special or a landmark. Bioware really pulled it off this time it's almost like everything they wanted to do with kotor n jade empire was accomplish through mass effect. I hope that the fans appreciate what bioware has accomplish n vise versa bioware appreciating us fans n making the ending that makes sense of it all. That's just my feeling tho

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napalm

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@Bourbon_Warrior said:

I think everyone is complaining just because like you said they didnt get to save the princess. Ending was a ending get over it.

Please, be more ignorant. I fucking dare you.

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DG991

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Edited By DG991

Let's not try to paint ME3 into a good game. I feel like people are giving bioware more credit than they deserve for the ending.

It just reeked of "Lets just get this trilogy over with and ship this game."

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Xaviersx

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Seems like there is a disconnect between sides perceptions and maybe the most vocal or loudest isn't truly representing what the whole is arguing. This topic has been so divisive and polarizing, the conversations themselves have brought the mood down with plenty of 'blame' to go around. My take on it so far, I'd probably not be interested in playing the game just because of the baggage and possible not sticking the landing. It's word of mouth and that happens in everything that you hear something and either gravitate towards or away from it. As for the tv argument, it's a passive form of entertainment where the viewer has little affect on the outcome, unless some type of reality show . . even then that is suspect. Games are interactive and depending on programming, can feel like most, if not all your decisions have impact in ways you recognize . . depending on programming. Nothing is for everybody, hopefully this game was something positive for a lot of people. Maybe even the discussion of its strengths and failings is something to grow from, not grow apart.

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babblinmule

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@MormonWarrior: Thought provoking discussion is fine sure, but I disagree; a lot of the comments in this thread are verging on pure hate speech ;)

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@Aegeri said:

@mutha3 Not to mention, that ME3 and ME2 actually spend a good chunk of their story SUBVERTING the concept that AI will always destroy their creators - especially for a Paragon Shepard. This makes the final part of the game even more pants on head stupid.

Now forgive me if i am being stupid here(because i haven't played ME3 yet), but even if the characters subverting that idea were proposed by the story to be all-knowing, Wouldn't that just be a twist? Say you were watching a horror movie with some super crazy shark monster. All the way through the movie the scientists were saying "well we dont know for sure, but from the limited photo evidence we have seen that it just looks like a normal(albeit large) shark" but halfway through it comes out of the water on legs and can breathe air without oxygen. You may call the movie's plot a dumb sci-fi movie, surely you wouldn't start going "BUT THOSE SCIENTISTS TOLD US IT WAS JUST A NORMAL SHARK!"

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the most disappointing thing is that i LOVE giant bomb. hell its one of my favorite sites period. but everytime patrick posts an article thats obviously completely not researched and where he basically shoves his opinion down your throat and disregards any other opinion or stance is disgusting.

i don't think its unfair that i hold giant bomb to a higher standard than other game sites. i expect their content to be better and more informed than any other game site out there. i want to like patrick but god damn is he making it hard. he's supposed to be a journalist right? why does he still not understand why people are mad after posting like 5 articles on the subject? basically everything giant bomb produces is gold. except for patricks lazily researched articles where be basically blogs instead of putting anything worthwhile out.

also, why the FUCK does half of his articles end up talking about LOST? i mean i liked lost as much as the next guy, but seriously? not everything has to do with LOST god dammit.

i mean come on. this article is patrick who doesnt understand why people hate the endings and another guy who didnt even beat the game. what the fuck is even the point of it? does patrick even know what he's doing or is he just interviewing people randomly and trying to sound smart in blog style articles? its ridiculous and i can't take him seriously as a journalist anymore.

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Dany

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@Bourbon_Warrior said:

@Mike76x: Thats totaly Earth

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BulimicBalzac

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I was hoping you could get a renegade interrupt to pull your pistol out and shoot yourself in the head rather than listening to the stupid holo-kid. Boom!

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I doubt anyone will read this or even care. I'm throwing in my 2 cents anyways. First of all, Mass Effect 3 IS NOT a very good game. The more I think about it the more enrages me that Mass effect 3 recieved such high review scores. Did no one look at the mechanics of this game? I know Giant Bomb and Jeff G did go over them in detail on the Bombcast but even then, I'm not sure if ME3 didn't received a boost from just being a Mass effect game. Most reviews are "Mass Effect 3 is great accept the ending." No way. First, I couldn't import my ME 1 & 2 character. Killing the biggest hook of series. That should have been a clue as to the terrible game play experience I was in for. All rpg elements have been ripped out of the game. Now it's a low rent Gear of War knock off. The inventory system is so stripped that it meaningless. I picked up quests through osmosis with no way to see if I had the item needed to complete the quest. Because of this, anything that isn't a main story line quest is empty and pointless. Most of the side characters were handled poorly. Often more thought was given to a 3 minute throw away character for ME1 than most of the characters that stood by your side for 2 games. I don't even know why they still allow you to have the option to make conversation choice. I could tell they didn't want to allow the player to select dialog but begrudgingly made a halfhearted effort. As for the ending, after Mass Effect 3, I didn't have a problem with it. I didn't think the ending was good or satisfying but since the rest of the game was neither good or satisfying, I wasn't disappointed at the end. Bioware sold the product on there would be multiple choices and multiple endings. Why would they do that if there were none? This isn't like a TV show which I followed passively. I lived that series and I felt real emotions. Maybe that was the point of the series? In Mass Effect 1, there were choices and options galore. In some sort of sadistic twist, the further I got in the series, they presented me with fewer and fewer choices. By the time I arrived at the end, I have no choice and all of my past choices didn't matter. Need trick but not one I wanted. Especially for something I paid for. In either case, Mass Effect 3 killed my interest in future Mass Effect games and in Bioware in general.

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strangematter

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@Bourbon_Warrior said:

Cant beleive people are still up in arms about it. Get over it. Go outside,@Klei said:

People shouldn't bitch about the ending. You don't like it, fine, but it's not yours to change. Want to write a better story? Write a fucking book.

But then they wouldnt have anything to complain about. I liked ME3 great game.

Of course people should bitch about the ending. Anything that claims artistic credibility makes itself the subject of critical analysis. If your answer is "stop thinking about it and go outside" then you are offering nothing of value to the discussion and are, in general, part of the problem.

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Aegeri

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@PhishedOne No, it's not a twist: It's something the series has logically supported and built up over numerous conversations. The Geth are fully explained in ME3 as the ones who did not start the Morning War with the Quarians: They fought an entirely defensive battle against the Quarians (who were the indisputed asshats/aggressors). This contradicts and utterly destroys the starchilds arguments, because the Geth actually ALLOWED the Quarians to escape, when they could have fully exterminated them with ease after the war. So not only did the Geth have no interest in continuing the war beyond that, they also didn't even bother wiping out their creators (the indisputed aggressors of the war) while they were at it. Javik also tells us that the starchild is full of shit, because the AI synthetics created in his cycle were getting their ass handed back to them by the protheans. You know who changed that? The reapers. In fact in both cases, it's the arrival of the reapers that enable these synthetics to exterminate or win against their organics. Remember that in ME3 the Geth were getting their ass handed to them by the Quarians, once again it's the reapers ensuring that synthetics prevail. The concept that AI will rise against their creators is one I don't dispute: But the star childs logic they are inherently going to win or that they will want to win is absolute nonsense. It's completely and 100% utterly contradicted by what happens in the Mass Effect games and historically (when you ask Javik).

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I find it just a bit troubling that this EW writer agreed to discuss this topic without having himself finished Mass Effect 3. While I understand that the topic at hand is larger than any one created work, I believe this to be quite unprofessional. It reminds me of the many podcasts I have listened to where the topic of ME3's ending comes up, and then there is an outpouring of support for the writers and creative freedom, followed by admissions that "I have not finished the game yet myself." Could this 'fan' of Mass Effect really not find the time to finish the game, three weeks after it released, when he has agreed to take part in this discussion?

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dondo

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Edited By dondo

Anyone who thinks the ending of Sopranos is vague and without resolution needs to read this:

http://masterofsopranos.wordpress.com/the-sopranos-definitive-explanation-of-the-end/

Just read the first page. The writer expertly dissects the writing and direction of the final scene and proves how the viewers got exactly what they wanted and exactly what they deserved.

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Butz

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Edited By Butz

@DriftSPace said:

Fire your editor, GiantBomb.

Corrections:

  1. "We have this weird dilemma where we’re exulting what the medium can do..." (The correct word is "exalting")
  2. "...how much control over their storytelling do these artists really want to seed to the player?" (Change to "cede")
  3. "...as well as schrodinger's cat." (Proper nouns, like "Schrodinger" should receive capitalization)

It's a shame that a thought-provoking discussion like this should be plagued with grade-school grammatical errors. There are more, but I realized that someone is actually getting paid to allegedly do what I'm doing, but I'm doing a better job for free. Let's not let this turn into IGN, shall we?

exulting is used properly here

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SuperSonic1305

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Amazing how clueless Patrick is. The endings make no sense and have more holes than Swiss cheese. It's not about getting a happy ending.

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doctor_kaz

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Edited By doctor_kaz

The comparisons between Mass Effect and Lost or Sopranos has some big flaws. The biggest being that the endings of those series weren't the product of grand vision by the writers. They were what they came up with after it was evident that the series no longer had the ratings to continue for another season. The writers for a TV series never know how long it's going to last.

Mass Effect, on the other hand, was a planned trilogy from the beginning, and it wouldn't surprise me to find out that the ending was written early on (kind of like the Harry Potter series). With Lost, you simply had a series of unresolved mysteries that were purposely strung out, almost certainly without any real vision behind them. Ditto for Flash Forward and, probably, the new series Awake.

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WiqidBritt

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@MooseyMcMan: yeah, I mentioned Haestrom in my other comment

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WiqidBritt

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@Bourbon_Warrior said:

@Christoffer: What are you talking about? The end credits was set on earth.

since when does earth have two moons?

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BabelTower

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Edited By BabelTower

This may or may not have already been mentioned, but to all the people who are completely baffled by the 180 degree turn of the story in the end... Well, there's this theory going around the net about Shepherd having a very sad times in his head. Something that gnaws at the edge of his mind and tries to distract him from the real problem. The theory is that the ending is Shepherd being indoctrinated. It's all in his head. A battle to be controlled or fighting it off. There's more to see on an interesting Youtube video. Just search for Mass Effect 3 Shepherd Indoctrination, or something. This does give some compelling arguments on what it all means, but nothing is certain of course.

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deactivated-5985ee6460d86

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I really don't get how people don't like the game I get the ending but the game? I dont get it, u guys or most of u guys liked the second one n I believe they improved everything in the second one especially the cover n shooting system. I think the characters where integrated very nicely n really mostly everything was done right except the side missions or the ears dropping thing but that's been in all ME games so it wasn't a game changer for me. I get it that it's all based on opinions but when someone Goes so far as to say it's a terrible game that bioware sunk it self with this game it's bad it sucks I just get really frustrated cause come on this game is not duke nukem or fucking superman 64 it's not a bad game Why r u lieing to urself lmao. To me in my honest opinion lol it's a great game with a ending that most fans hated n I believe that when everything is set n done will be remembered as a game that ended the greatest series of it's generation on a high note.

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Edited By Hailinel

@BabelTower said:

This may or may not have already been mentioned, but to all the people who are completely baffled by the 180 degree turn of the story in the end... Well, there's this theory going around the net about Shepherd having a very sad times in his head. Something that gnaws at the edge of his mind and tries to distract him from the real problem. The theory is that the ending is Shepherd being indoctrinated. It's all in his head. A battle to be controlled or fighting it off. There's more to see on an interesting Youtube video. Just search for Mass Effect 3 Shepherd Indoctrination, or something. This does give some compelling arguments on what it all means, but nothing is certain of course.

There isn't a thread out of the hundred or so Mass Effect 3 ending threads that currently exist on this forum in which the Indoctrination theory isn't mentioned at least seven times. And no, it doesn't answer anything because it doesn't work.

As much as I would love to see the torrent of threads about ME3's ending stop, I would settle for at least one thread in which the Indoctrination theory isn't mentioned at all.

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caseyg

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Edited By caseyg

@rebgav: Here you go. Supposedly the guy's user name over on the BioWare forums is "atghunter".

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RanmaRanma

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Edited By RanmaRanma

Good read for sure. Provided the IT is true (and I believe it is), ME3's "ending" is incredibly amazing imo. We'll still need resolution though. Taken at face value, the ending is utter trash leaving a copious amount of plot holes. Nonetheless, I can see why people would be upset with the limited choices they have and the lack of a true happy outcome (at least for now) either way you look at it.

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trucksimulator

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Edited By trucksimulator
@WiqidBritt said:

@Bourbon_Warrior said:

@Christoffer: What are you talking about? The end credits was set on earth.

since when does earth have two moons?

Your Earth doesn't have two moons!?
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WiqidBritt

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@purplethoughnotquite said:

@WiqidBritt said:

@Bourbon_Warrior said:

@Christoffer: What are you talking about? The end credits was set on earth.

since when does earth have two moons?

Your Earth doesn't have two moons!?

Your Earth has two moon?! goddamnit I got gyped! my Earth sucks!

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Clonedzero

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@RanmaRanma: ive seen all the videos and supporting "evidence" of the indoctrination theory. it all comes across as desperate grasping at straws to salvage the terrible mess the is the ending of ME3. if you need a detailed and over the top analysis on youtube to understand wtf the ending "meant" then its poorly written. simple as that.

its just people trying desperately to fill any plothole they can find with nonsense to make it seem less terrible.

actually, there was a whole "final hours" special with geof kieghly (or whatever his name is) from game trailers where he did all these interviews. one of them even points out that they actually toyed with indoctrination as part of the ending but CUT IT. they specifically say that they cut it.

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the_hermit

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Edited By the_hermit

Good article.

I was really disappointed to see how disrespectful some have been to Patrick in the comments. I shouldn’t be surprised to see people acting like bratty children on the Internet, but I was really hoping to get away from that at Giant Bomb.

These people are complaining that journalists and developers are not paying enough attention to their opinions, yet behave in a way that encourages others to ignore them.

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GNCD

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Edited By GNCD

Finished ME3 a few days ago and it was bittersweet. It was almost perfect. Better game play, better graphics, excellent dialogue, awesome music and top notch voice acting. It would have been perfect if they put more meat in to the endings. The trilogy is a future classic IMO.

Oh yeah, a friend of mine actually cried a little after finishing the game. lol

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winsol

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Edited By winsol

@WiqidBritt:

The Second moon is day 1 dlc, it's really not worth it, I mean look at it.

https://en.wikipedia.org/wiki/3753_Cruithne

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Mike76x

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Edited By Mike76x

@Hailinel said:

@BabelTower said:

This may or may not have already been mentioned, but to all the people who are completely baffled by the 180 degree turn of the story in the end... Well, there's this theory going around the net about Shepherd having a very sad times in his head. Something that gnaws at the edge of his mind and tries to distract him from the real problem. The theory is that the ending is Shepherd being indoctrinated. It's all in his head. A battle to be controlled or fighting it off. There's more to see on an interesting Youtube video. Just search for Mass Effect 3 Shepherd Indoctrination, or something. This does give some compelling arguments on what it all means, but nothing is certain of course.

There isn't a thread out of the hundred or so Mass Effect 3 ending threads that currently exist on this forum in which the Indoctrination theory isn't mentioned at least seven times. And no, it doesn't answer anything because it doesn't work.

As much as I would love to see the torrent of threads about ME3's ending stop, I would settle for at least one thread in which the Indoctrination theory isn't mentioned at all.

The Indoctrination theory works because they put it there on purpose, and the Illusive Man was supposed to be the final boss.

They left it there to intentionally create confusion over the ending, which is the same reason they cut the dialogue where the Catalyst actually explains things.

They had real endings planned and instead decided to make it intentionally vague.

They also had the Prothean mission cut from the game to be DLC. It was not created after the game was finished.

It's in the Mass Effect 3: Final Hours documentary

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JackG100

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I think reviewers and intellectuals are focusing on the wrong parts of what people disliked about the endings, personally I dont care if Shepard and everyone dies, I would have prefered it if they didn't but not much to do about that. What makes ME3 a really poor ending is how it differs from everything else in the game, up until you get hit by the reaper-beam you are in steady motion and the game has a certain "flow" or pace to it, but after that it's like they slapped on an entirely different game. 
Especially the parts with the AI, none of the dialogue I am granted there is anything remotely like what Shepard usually says, all he says is "Uh-huh, and then what?", taking it all in stride. And when a whole gameseries just gets funnelled down into a room of three choices which all end the same way...  That's just poor design, pure and simple. Sure the overlying storyconcepts are vastly different, like they took a comicbook and tipexed out the dialogues and rewrote it. Hey, its a whole different comic-book, right? 
They shouldnt even have given you an option at all at the end, the game should have checked landmark decisions Shepard did and played out accordingly.
They wanted a deep insightful conversation about how the game ended, and all they get is a dialogue about how alot of people thought their ending was disappointing, for a variety of reasons. 
 
Hell, I cant play Mass Effect anymore due to this ending, at least not the singleplayer, the multiplayer still entertains me a bit. Like towerdefense in Warcraft... don't even care what DLC they will produce to enlighten my mind to the greatness of these endings, they all sucked. 

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WiqidBritt

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Edited By WiqidBritt

@winsol: yeah, that is a pretty crappy moon, can't even orbit the earth properly.

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Oni

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Edited By Oni

This whole thing is beyond ridiculous. I don't know any other industry where valid criticism of a commercial product is widely ridiculed/marginalized by the press. Granted, we're seeing the tide change somewhat, and this article certainly isn't as patronizing/condescending as most, but it still feels incredibly pithy. The thrust seems to be "You can't please everyone with an ending" and "In time people will appreciate it." Empty platitudes. It doesn't really add anything to the conversation, and it's clear Jensen hasn't played it, so why is Patrick even talking to him in the first place? Not to be rude, but there simply isn't anything meaningful someone who's not finished the game can say, which this article plainly demonstrates.

Most of the responses in this thread have been pretty civil as far as I've seen, yet there are still plenty of comments to the tune of "I can't believe these whiny/spoiled/entitled/angry brats." Even Gerstmann's formspring (http://www.formspring.me/jeffgerstmann/q/310270218972699052). We have content creators sticking up for each other (press and developers) because they have a better relationship than with their fans and because both sides know what it's like to be "yelled at" in comments.

Mass Effect 3 is a commercial product. If you are not satisfied, let your voice be heard in a civil manner, as most of you are doing. You're being acknowledged, and maybe someday even the press in their ivory towers will come down to see what the noise is actually about.